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T_0_E_D

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Mar 29, 2017
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We know how respawning in eggwars is: you are immediately spawned with 10 seconds of invulnerability and your kit if it's been 2 minutes after your previous death. There are two scenarios where this mechanic affects you:

Scenario 1: respawning
Your team is about to lose, your egg is going to be broken. Your only hope is to smack the living hell out of the dude getting at your egg, preventing them from getting through the obsidian. In great numbers, it is nearly impossible for your egg to be broken unless there is a good attack force. You have the edge of knocking them off the edge with your invulnerability. (Unless the map doesn't allow that).

Scenario 2: Attacking an enemy egg
So close to conquering some more generators for your team, the only thing that stops you from securing the weakened team's demise is a layer of obsidian (most of the time.) However, unless you're with an attack party, you will more than likely be punched to death or off an edge when the remaining opposing team realizes that repeatedly, mindlessly attacking you with nothing but their fists is surprisingly dominant over your solo, futile attempts.

The proposed change:
Upon being killed by a player who is the last one on their team, X seconds of respawn time is added to your death, and stacks with your previous death, provided you've died to that player in the last X seconds/minutes.
(Note: This does not affect the invulnerability of respawning)

This way, it's actually possible for a the last player alive on a team to beat a team of 2 or more (provided you know, he already killed them fully geared.)
This should not affect a fight between teams of two or more players, because this is a team game, use your team mate to plot a distraction so that you can conquer their base.


So, if this is a good/bad idea, why so?
 
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Mighty_Pig

Well-Known Member
May 12, 2016
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We know how respawning in eggwars is: you are immediately spawned with 10 seconds of invulnerability and your kit if it's been 2 minutes after your previous death. There are two scenarios where this mechanic affects you:

Scenario 1: respawning
Your team is about to lose, your egg is going to be broken. Your only hope is to smack the living hell out of the dude getting at your egg, preventing them from getting through the obsidian. In great numbers, it is nearly impossible for your egg to be broken unless there is a good attack force. You have the edge of knocking them off the edge with your invulnerability. (Unless the map doesn't allow that).

Scenario 2: Attacking an enemy egg
So close to conquering some more generators for your team, the only thing that stops you from securing the weakened team's demise is a layer of obsidian (most of the time.) However, unless you're with an attack party, you will more than likely be punched to death or off an edge when the remaining opposing team realizes that repeatedly, mindlessly attacking you with nothing but their fists is surprisingly dominant over your solo, futile attempts.

The proposed change:
Upon being killed by a player who is the last one on their team, X seconds of respawn time is added to your death, and stacks with your previous death, provided you've died to that player in the last X seconds/minutes.
(Note: This does not affect the invulnerability of respawning)

This way, it's actually possible for a the last player alive on a team to beat a team of 2 or more (provided you know, he already killed them fully geared.)
This should not affect a fight between teams of two or more players, because this is a team game, use your team mate to plot a distraction so that you can conquer their base.


So, if this is a good/bad idea, why so?
Good idea I like it
+1
 

CommunistCactus

Forum Professional
Mar 13, 2015
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So basically the more often you kill them the longer it takes for them to respawn, but only if you're the last one on your team?

Why not just remove the spawn protection of a player when they hit a player?
This would make spawn protection work where it's intended to be for:
Prevent spawn killing and give the killed player a chance to escape/gear up.
 
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